signs.c
author Darkvater
Sat, 02 Apr 2005 23:05:09 +0000
changeset 1632 10c391e108b7
parent 1575 1f403d3c354f
child 1793 b9a37c98b468
permissions -rw-r--r--
(svn r2136) - Fix: [ 1174313 ] terrain hotkeys nonfunctional in scenario editor (D,Q,W,E,R,T,Y,U fltr)
- Fix: 'L' no longer opens ingame terraform bar in scenario editor bar, but the land generator one
- Feature: [ 1095110 ] Create Lake and draggable Create Desert tools (initial implementation GoneWacko), also added sticky buttons to land generator and town generator
- CodeChange: moved around some of the draggable tools, demystifying them
- CodeChange: change CmdBuildCanal to allow for XANDY dragging not only X or Y (only scenario editor)
- CodeChange: add some more enums to sprites.
- TODO: merge most of the ingame and scenario editor land terraform code. This can only be done after OnClickButton function is changed so it also includes the backreference to the widget being clicked, postponed to after 0.4.0
#include "stdafx.h"
#include "ttd.h"
#include "table/strings.h"
#include "signs.h"
#include "saveload.h"
#include "command.h"
#include "strings.h"

enum {
	/* Max signs: 64000 (4 * 16000) */
	SIGN_POOL_BLOCK_SIZE_BITS = 2,       /* In bits, so (1 << 2) == 4 */
	SIGN_POOL_MAX_BLOCKS      = 16000,
};

/**
 * Called if a new block is added to the sign-pool
 */
static void SignPoolNewBlock(uint start_item)
{
	SignStruct *ss;

	FOR_ALL_SIGNS_FROM(ss, start_item)
		ss->index = start_item++;
}

/* Initialize the sign-pool */
MemoryPool _sign_pool = { "Signs", SIGN_POOL_MAX_BLOCKS, SIGN_POOL_BLOCK_SIZE_BITS, sizeof(SignStruct), &SignPoolNewBlock, 0, 0, NULL };

/**
 *
 * Update the coordinate of one sign
 *
 */
static void UpdateSignVirtCoords(SignStruct *ss)
{
	Point pt = RemapCoords(ss->x, ss->y, ss->z);
	SetDParam(0, ss->str);
	UpdateViewportSignPos(&ss->sign, pt.x, pt.y - 6, STR_2806);
}

/**
 *
 * Update the coordinates of all signs
 *
 */
void UpdateAllSignVirtCoords(void)
{
	SignStruct *ss;

	FOR_ALL_SIGNS(ss)
		if (ss->str != 0)
			UpdateSignVirtCoords(ss);

}

/**
 *
 * Marks the region of a sign as dirty
 *
 * @param ss Pointer to the SignStruct
 */
static void MarkSignDirty(SignStruct *ss)
{
	MarkAllViewportsDirty(
		ss->sign.left - 6,
		ss->sign.top  - 3,
		ss->sign.left + ss->sign.width_1 * 4 + 12,
		ss->sign.top  + 45);
}

/**
 *
 * Allocates a new sign
 *
 * @return The pointer to the new sign, or NULL if there is no more free space
 */
static SignStruct *AllocateSign(void)
{
	SignStruct *ss;
	FOR_ALL_SIGNS(ss) {
		if (ss->str == 0) {
			uint index = ss->index;

			memset(ss, 0, sizeof(SignStruct));
			ss->index = index;

			return ss;
		}
	}

	/* Check if we can add a block to the pool */
	if (AddBlockToPool(&_sign_pool))
		return AllocateSign();

	return NULL;
}

/**
 *
 * Place a sign at the given x/y
 *
 * @param p1 player number
 * @param p2 not used
 */
int32 CmdPlaceSign(int x, int y, uint32 flags, uint32 p1, uint32 p2)
{
	SignStruct *ss;

	/* Try to locate a new sign */
	ss = AllocateSign();
	if (ss == NULL)
		return_cmd_error(STR_2808_TOO_MANY_SIGNS);

	/* When we execute, really make the sign */
	if (flags & DC_EXEC) {
		ss->str = STR_280A_SIGN;
		ss->x = x;
		ss->y = y;
		ss->owner = p1;
		ss->z = GetSlopeZ(x,y);
		UpdateSignVirtCoords(ss);
		MarkSignDirty(ss);
		InvalidateWindow(WC_SIGN_LIST, 0);
		_sign_sort_dirty = true;
		_new_sign_struct = ss;
	}

	return 0;
}

/**
 * Rename a sign
 *
 * @param sign_id Index of the sign
 * @param new owner, if OWNER_NONE, sign will be removed, except in scenario editor, where signs have no owner
 * and ownership has no influence of any kind
 */
int32 CmdRenameSign(int x, int y, uint32 flags, uint32 sign_id, uint32 owner)
{
	StringID str;
	SignStruct *ss;

	/* If GetDParam(0) == nothing, we delete the sign */
	if (GetDParam(0) != 0 && (_game_mode == GM_EDITOR || owner != OWNER_NONE)) {
		/* Create the name */
		str = AllocateName((const char*)_decode_parameters, 0);
		if (str == 0)
			return CMD_ERROR;

		if (flags & DC_EXEC) {
			ss = GetSign(sign_id);

			MarkSignDirty(ss);

			/* Delete the old name */
			DeleteName(ss->str);
			/* Assign the new one */
			ss->str = str;
			ss->owner = owner;

			/* Update */
			UpdateSignVirtCoords(ss);
			MarkSignDirty(ss);
			InvalidateWindow(WC_SIGN_LIST, 0);
			_sign_sort_dirty = true;
		} else {
			/* Free the name, because we did not assign it yet */
			DeleteName(str);
		}
	} else {
		/* Delete sign */
		if (flags & DC_EXEC) {
			ss = GetSign(sign_id);

			/* Delete the name */
			DeleteName(ss->str);
			ss->str = 0;

			MarkSignDirty(ss);
			InvalidateWindow(WC_SIGN_LIST, 0);
			_sign_sort_dirty = true;
		}
	}

	return 0;
}

/**
 *
 * Callback function that is called after a sign is placed
 *
 */
void CcPlaceSign(bool success, uint tile, uint32 p1, uint32 p2)
{
	if (success) {
		ShowRenameSignWindow(_new_sign_struct);
		ResetObjectToPlace();
	}
}

/**
 *
 * PlaceProc function, called when someone pressed the button if the
 *  sign-tool is selected
 *
 */
void PlaceProc_Sign(uint tile)
{
	DoCommandP(tile, _current_player, 0, CcPlaceSign, CMD_PLACE_SIGN | CMD_MSG(STR_2809_CAN_T_PLACE_SIGN_HERE));
}

/**
 *
 * Initialize the signs
 *
 */
void InitializeSigns(void)
{
	CleanPool(&_sign_pool);
	AddBlockToPool(&_sign_pool);
}

static const byte _sign_desc[] = {
	SLE_VAR(SignStruct,str,						SLE_UINT16),
	SLE_CONDVAR(SignStruct,x,					SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
	SLE_CONDVAR(SignStruct,y,					SLE_FILE_I16 | SLE_VAR_I32, 0, 4),
	SLE_CONDVAR(SignStruct,x,					SLE_INT32, 5, 255),
	SLE_CONDVAR(SignStruct,y,					SLE_INT32, 5, 255),
	SLE_CONDVAR(SignStruct,owner,			SLE_UINT8, 6, 255),
	SLE_VAR(SignStruct,z,							SLE_UINT8),
	SLE_END()
};

/**
 *
 * Save all signs
 *
 */
static void Save_SIGN(void)
{
	SignStruct *ss;

	FOR_ALL_SIGNS(ss) {
		/* Don't save empty signs */
		if (ss->str != 0) {
			SlSetArrayIndex(ss->index);
			SlObject(ss, _sign_desc);
		}
	}
}

/**
 *
 * Load all signs
 *
 */
static void Load_SIGN(void)
{
	int index;
	while ((index = SlIterateArray()) != -1) {
		SignStruct *ss;

		if (!AddBlockIfNeeded(&_sign_pool, index))
			error("Signs: failed loading savegame: too many signs");

		ss = GetSign(index);
		SlObject(ss, _sign_desc);
	}

	_sign_sort_dirty = true;
}

const ChunkHandler _sign_chunk_handlers[] = {
	{ 'SIGN', Save_SIGN, Load_SIGN, CH_ARRAY | CH_LAST},
};